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-rw-r--r--src/lua/embed/boot.lua.h26
-rw-r--r--src/lua/modules/graphics/je_lua_shader.cpp20
2 files changed, 22 insertions, 24 deletions
diff --git a/src/lua/embed/boot.lua.h b/src/lua/embed/boot.lua.h
index ca08e87..390cb47 100644
--- a/src/lua/embed/boot.lua.h
+++ b/src/lua/embed/boot.lua.h
@@ -21,14 +21,6 @@ jin.config.fullscreen = jin.config.fullscreen or false
jin.config.fps = jin.config.fps or 60
-------------------------------------------------------------------------
--- Initialize sub systems
--------------------------------------------------------------------------
-
-jin.graphics.init(jin.config)
-jin.audio.init()
--- TODO: Disable some internal lua modules.
-
--------------------------------------------------------------------------
-- Default game loop
-------------------------------------------------------------------------
@@ -82,6 +74,7 @@ end
-- Display error message.
local function onError(msg)
+ jin.graphics.init(jin.config)
local err = "Error:\n" .. msg .. "\n" .. debug.traceback()
jin.graphics.reset()
jin.graphics.setClearColor(100, 100, 100, 255)
@@ -94,21 +87,26 @@ end
-- No game screen.
local function noGame()
jin.graphics.reset()
- jin.graphics.reset()
- jin.graphics.setClearColor(100, 100, 100, 255)
jin.graphics.clear()
jin.graphics.print("No Game", 5, 5)
jin.graphics.present()
plainLoop()
end
+-------------------------------------------------------------------------
+-- Initialize sub systems
+-------------------------------------------------------------------------
+
+-- TODO: Disable some internal lua modules.
+
local function boot()
if jin.filesystem.exist("main.lua") then
- call(function()
- require"main"
- jin.core.run()
- end)
+ call(function() require"main" end)
+ jin.graphics.init(jin.config)
+ jin.audio.init()
+ call(jin.core.run)
else
+ jin.graphics.init(jin.config)
noGame()
end
end
diff --git a/src/lua/modules/graphics/je_lua_shader.cpp b/src/lua/modules/graphics/je_lua_shader.cpp
index d61f477..c15e37a 100644
--- a/src/lua/modules/graphics/je_lua_shader.cpp
+++ b/src/lua/modules/graphics/je_lua_shader.cpp
@@ -9,19 +9,19 @@ namespace JinEngine
{
namespace Lua
{
-
- typedef Ref<Shader>& ShaderRef;
+
+ typedef Ref<Shader>& ShaderRef;
static inline ShaderRef checkShader(lua_State* L)
{
Proxy* proxy = (Proxy*)luax_checktype(L, 1, JIN_GRAPHICS_SHADER);
- return proxy->getRef<Shader>();
+ return proxy->getRef<Shader>();
}
/**
* jsl:sendNumber("variable", 0.1)
*/
- LUA_IMPLEMENT int l_sendNumber (lua_State* L)
+ LUA_IMPLEMENT int l_sendNumber(lua_State* L)
{
ShaderRef ref = checkShader(L);
const char* variable = luax_checkstring(L, 2);
@@ -30,7 +30,7 @@ namespace JinEngine
return 0;
}
- LUA_IMPLEMENT int l_sendTexture (lua_State* L)
+ LUA_IMPLEMENT int l_sendTexture(lua_State* L)
{
ShaderRef ref = checkShader(L);
const char* variable = luax_checkstring(L, 2);
@@ -40,7 +40,7 @@ namespace JinEngine
return 0;
}
- LUA_IMPLEMENT int l_sendCanvas (lua_State* L)
+ LUA_IMPLEMENT int l_sendCanvas(lua_State* L)
{
ShaderRef ref = checkShader(L);
const char* variable = luax_checkstring(L, 2);
@@ -50,7 +50,7 @@ namespace JinEngine
return 0;
}
- LUA_IMPLEMENT int l_sendVec2 (lua_State* L)
+ LUA_IMPLEMENT int l_sendVec2(lua_State* L)
{
ShaderRef ref = checkShader(L);
const char* variable = luax_checkstring(L, 2);
@@ -65,7 +65,7 @@ namespace JinEngine
return 0;
}
- LUA_IMPLEMENT int l_sendVec3 (lua_State* L)
+ LUA_IMPLEMENT int l_sendVec3(lua_State* L)
{
ShaderRef ref = checkShader(L);
const char* variable = luax_checkstring(L, 2);
@@ -81,7 +81,7 @@ namespace JinEngine
return 0;
}
- LUA_IMPLEMENT int l_sendVec4 (lua_State* L)
+ LUA_IMPLEMENT int l_sendVec4(lua_State* L)
{
ShaderRef ref = checkShader(L);
const char* variable = luax_checkstring(L, 2);
@@ -98,7 +98,7 @@ namespace JinEngine
return 0;
}
- LUA_IMPLEMENT int l_sendColor (lua_State* L)
+ LUA_IMPLEMENT int l_sendColor(lua_State* L)
{
return l_sendVec4(L);
}